X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=09258e744221022a5961ee9b753ea18756b3f796;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=8b9452e09c96bb0f65adf1ed11a9a4f5db509de5;hpb=a6708cef5099c83ff14816442de0954934f10276;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 8b9452e..09258e7 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -70,6 +70,8 @@ static struct vg_shader _shader_terrain = { "uniform vec3 uCamera;\n" "uniform vec3 uSandColour;\n" "uniform vec2 uBlendOffset;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -154,6 +156,16 @@ static struct vg_shader _shader_terrain = { " return mix( vfrag, g_ambient_colour.rgb, faccum );\n" "}\n" "\n" +"// FIXME\n" +"float sdLine( vec3 p, vec3 a, vec3 b )\n" +"{\n" +" vec3 pa = p - a;\n" +" vec3 ba = b - a;\n" +"\n" +" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n" +" return length( pa - ba*h );\n" +"}\n" +"\n" "vec3 do_light_shadowing( vec3 vfrag )\n" "{\n" " if( g_shadow_samples == 0 )\n" @@ -174,6 +186,13 @@ static struct vg_shader _shader_terrain = { " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" +"\n" +" // player shadow\n" +" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n" +" float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n" +" player_shadow *= player_shadow*player_shadow*player_shadow;\n" +"\n" +" famt = max( player_shadow*0.6, famt );\n" " return mix( vfrag, g_ambient_colour.rgb, famt );\n" "}\n" "\n" @@ -183,7 +202,7 @@ static struct vg_shader _shader_terrain = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 14 0 \n" +"#line 16 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -203,7 +222,7 @@ static struct vg_shader _shader_terrain = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 15 0 \n" +"#line 17 0 \n" "\n" "void main()\n" "{\n" @@ -218,8 +237,8 @@ static struct vg_shader _shader_terrain = { " \n" " // Creating normal patches\n" " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n" -" vec3 qnorm = floor(aNorm*4.0+modnorm)*0.25 + vec3(0.001,0.0,0.0);\n" -" vec2 dir = qnorm.xz;\n" +" vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n" +" vec2 dir = normalize(qnorm.xz);\n" " vec2 uvdiffuse = aCo.xz * 0.02;\n" " uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n" " \n" @@ -263,6 +282,8 @@ static GLuint _uniform_terrain_uTexGradients; static GLuint _uniform_terrain_uCamera; static GLuint _uniform_terrain_uSandColour; static GLuint _uniform_terrain_uBlendOffset; +static GLuint _uniform_terrain_uBoard0; +static GLuint _uniform_terrain_uBoard1; static GLuint _uniform_terrain_g_world_depth; static void shader_terrain_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m); @@ -288,6 +309,12 @@ static void shader_terrain_uSandColour(v3f v){ static void shader_terrain_uBlendOffset(v2f v){ glUniform2fv(_uniform_terrain_uBlendOffset,1,v); } +static void shader_terrain_uBoard0(v3f v){ + glUniform3fv(_uniform_terrain_uBoard0,1,v); +} +static void shader_terrain_uBoard1(v3f v){ + glUniform3fv(_uniform_terrain_uBoard1,1,v); +} static void shader_terrain_g_world_depth(int i){ glUniform1i(_uniform_terrain_g_world_depth,i); } @@ -304,6 +331,8 @@ static void shader_terrain_link(void){ _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" ); _uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" ); _uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" ); + _uniform_terrain_uBoard0 = glGetUniformLocation( _shader_terrain.id, "uBoard0" ); + _uniform_terrain_uBoard1 = glGetUniformLocation( _shader_terrain.id, "uBoard1" ); _uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" ); } #endif /* SHADER_terrain_H */